With regards to the lighting, one possibility would be to increase the brightness of the main sunlight, which would allow the darker areas to be brightened without losing the contrast. However, on my monitor that makes the lighter side of the map uncomfortably bright.
4rson {l Wrote}:kr1egsgott, it's more a problem of making sure the map is bright enough for all players, but without losing the contrast between light areas and shadows. Raising the ambient brightness helps solve the former, but at the expense of the latter.
Anyway, I settled on boosting the brightness of the main (sun) light and reducing my gamma settings to be more in line with what other players seem to be experiencing.
inpersona64 {l Wrote}:Hey guys I have another idea for a map for any aspiring map makers (although someone has probably already thought this one up before). I call it "Fishtank". It's a glass cube (or rectangular prism to be grammatically correct) filled with water, or perhaps just to the top. So it's a completely underwater map basically, but the walls are glass. Inside the tank are floating fish (they don't move obviously because of the engine's limitations) which are obstacles. Doesn't have to be fish tho. Can be any kind of object that fits with Red Eclipse.
The one thing about this map I've noticed is that it completely renders the flamer obsolete (which should sound terrible, but I guess i'm not a big fan of that weapon). I think there's a way to make this map work for most gametypes (DM, CTF, and Bomberball) but DTF i'm not so sure.
Anyway, this is just a thought. And if anyone knows why this map wouldn't work I'd like to hear. I'm not completely sure if a map full of water will slow down FPS or not. I know it's something completely different. Now the challenge is making the map to fit in with the overall theme of Red Eclipse. Because anyone can fill a glass box with water.
4rson {l Wrote}:Pumpstation version 1.1:
http://www.mediafire.com/?gsgn38hbrhc2nzx
The changes are fairly minor in this case. I have increased the colour saturation on some of the texturing, and added in a few more details.
The bot way points should be improved now, although the reliance on parkour to get around the map makes it a bit limited.
The water death message is now a bit more interesting
I tried changing the colouring around to make it look less brown and grey, but I just can't find a way of doing it without spoiling the theme of the map. I will just have to use a different theme for the next map.
kr1egsgott {l Wrote}:The Plasma Primary renders uncool under water, too. You have to change the variable called "extinguish" to zero to fix it.
kr1egsgott {l Wrote}:In addition the underwater-movement is sometime too slow and wallrunning doesn't work...)
kr1egsgott {l Wrote}:Imho underwater as a gamemode would be the rigth way.
It is possible to create own gamemodes, isn't it (without modifying source)?
qreeves {l Wrote}:kr1egsgott {l Wrote}:The Plasma Primary renders uncool under water, too. You have to change the variable called "extinguish" to zero to fix it.
If absolutely necessary, I can add a map specific variable to modify this behaviour.kr1egsgott {l Wrote}:In addition the underwater-movement is sometime too slow and wallrunning doesn't work...)
Variables you can set in your map:
liquidspeed (default: 0.85 float); modifies the speed of the player while fully submersed in water (partial submersion results in partial modification) [make this '1.0' to have no slowdown]
liquidcurb (default: 10.0 float); modifies the amount of intertial curbing done (higher numbers result in less friction) [floorcurb is '5.0', aircurb is '25.0']
Can't really do much about wall running, being in water has floaty physics that really aren't compatible.
qreeves {l Wrote}:kr1egsgott {l Wrote}:Imho underwater as a gamemode would be the rigth way.
It is possible to create own gamemodes, isn't it (without modifying source)?
No, modes and mutators are builtin to the code. As a mutator is an interesting idea though.. could just apply to all maps then (fill the level with water at load-time or something)?
Goku {l Wrote}:this is more like a portal style puzzle map than a time trial. You have to figure out a path that works and conserve your jumps perfectly. Having the timer counting you off adds some excitement to it but it would work fine without it. I can only beat it half the time within the allotted 10 minutes and i built the puzzles. I imagine someones first time might take a very long time. The solutions aren't always obvious. You will die alot. I die at least 50 times in the blue puzzles.
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